It seems like a good idea to have a glossary on this subforum explaining a load of different terms, ideas and so forth to hopefully help out all new producers out there.

So here we are! If you've got any questions about what terms mean, or if you can help people out with frequently asked production related questions then please post your advice in here.

Each category in the index will eventually come with a definition and a tutorial, so if other people can help out with posting some links, definitions or advice in this thread it would be great!

I'll edit this post with an index of everything that everyone else adds, so hopefully we can build this thread into a really helpful topic that will answer as many frequently asked questions as possible. I'll also add links to other threads which are useful!

Index

ASDR
See "Volume Envelopes"

Bass
Describes tones of low frequency (approximately 500Hz and below). Played in an ensemble/orchestra such notes are frequently used to provide a counterpoint or counter-melody, in an harmonic context either to outline or juxtapose the progression of the chords, or with percussion to underline the rhythm. In popular music the bass part usually provides harmonic and rhythmic support, usually playing the root or fifth of the chord and stressing the onbeats.

Compression/Compressor
A process/processor that “squeezes” the dynamic range of the signal by limiting peaks and bringing up the level of soft passages. A limiter can be used to fatten a sound or give it more apparent sustain. If you’ve ever wondered why music sounds kind of flat on FM radio compared to live, overuse of compression can be one reason.

Equalizing/EQ
A device/technique used to cut and boost individual frequencies of an audio signal using a number of filters. The name "equalizer" comes from the original application of correcting distorted audio signals to sound closer to the original source. Graphic and Parametric are different types of equalizers used by audio equipment and software plug-ins.

Filter/Filtering
Filters are tools used in music production which are used to remove certain frequencies to the best of their abiliy. This can mean taking bass (low frequencies) out of a sound, taking treble (low frequencies) out, or any frequencies in between. Typical filters have two main adjustable values: cut-off and resonance. Cut-off determines the frequencies to be "cut out" or removed after or on a certain point. Generally, in a filter, resonance will boost the natural frequency of a sound depending on the cutoff frequency and can make a sound sharper.

Gate/Gating
A device/technique that opens or closes a pathway by stopping signals that fall below a user-defined level. Audio gates often are used to salvage noisy tape tracks and silence "dirty" sound systems: The gate stays closed—blocking residual, low-level noise—until the audio signal's level exceeds a user-determined threshold. Then, the gate opens, allowing the sound to be heard. Gates can also be used to create effects such as gated reverb.

The primary oscillator circuits of a synthesizer are used to create the audio signals. An LFO is a secondary oscillator that operates at a significantly lower frequency (hence its name), typically around or below the threshold of human hearing (which is approximately 20Hz). This lower frequency or control signal is used to modulate the audio signal, changing it without introducing another sound-signal source.

An LFO can be routed to control, for example, the frequency of the audio oscillator, its phase, stereo panning, filter frequency, or amplification. When routed to control pitch, an LFO creates vibrato. When an LFO modulates amplitude (volume), it creates tremolo. On most synthesizers and sound modules, LFOs feature several controllable parameters, which often include a variety of different waveforms, a rate control, routing options (as described above), a tempo sync feature, and an option to control how much the LFO will modulate the audio signal.

Panning
Panning is the act of biasing the volume of a sound towards one channel (left or right). Each music production program has at least one pan knob, slider, or similar. Panning can work from 0%-100% left or right.

Phase

Phase is best described as polarity, a positive and a negative. if you open up audio files in sound editors you'll see the sound wave ventures into both the positive (top) half of the window, and the negative (bottom) half of the window.

Samples
Samples are pieces of audio created by others that you use in your own music. Commonly these are either sound effects (FX) or percussion. It is important to check they are royalty free before you use them, as this means they are free for you to use however you like in any of your music.

Supersaws
Supersaws are a typically "trancey" sound, and most often used for leads and for pads. A typical example of a supersaw lead is in System F - Out Of The Blue, and a good example of a supersaw pad is Rank 1 - Airwave. They are often used to make trance more uplifting or euphoric.

Synthesizers
These are the instruments you use to make music. There are 2 types of synthesizer: hardware and software. Hardware synths are external synthesizers that you connect to your computer. Software synthesizers, commonly known as VSTs or VSTi's (VST stands for Virtual Studio Technology) are programs you load onto your computer and use to make sounds.

Volume Envelopes/ASDR
Each envelope contains the following: Attack, Decay, Sustain, Release. An envelope is used to shape the velocity of a sound. The envelope simulates how an instrument should sound (e.g. a piano has a short decay, a string instrument may have a long attack and release).
Attack is the length of time it takes for the instrument to reach full volume.
Sustain affects how long the note will play. At full sustain, the note will play out its full length, whereas at a lower setting the note will slowly fade out even if there is still note left to be played in terms of midi. A null value for the decay and a full value for the sustain will still play a full-length note. The sustain is similar to the feedback on a delay unit. Release determines during how long a time the note will fade out after a playing note has come to an end.
Decay determines how big the dying time of a played note is.
Release determines how long a note will decay for after a note has been triggered.

Please post any links to other informative posts you may find, so I can keep this first post updated!

I think we should have two separate stickies. This shouldn't be called the glossary thread. This should be called the tutorial thread. The glossary should just have explanations of music production terms (Lowpass, vst, rewire, asio, automation etc).

I'm a tad to busy to begin a glossary like that myself, but I'd be happy to contribute to one.

Kindof have to agree with Jezper, unless we have links at the bottom of the glossary part.

Essentially having sections describing what EQ, compressor, shelving, limiting etc does, and then links to tutorials within those sections at the end of the glossary section. A tutorial on compression does little to help a user unless he knows what compression actually is, provided ofcourse that the tutorials don't cover that as well.

Well the point of the thread is that if someone is searching about what a compressor is, they can find it in the first post here, click the definition, find out, then click the tutorial on what to do with one.

Bass:Describes tones of low frequency (approximately 500Hz and below). Played in an ensemble/orchestra such notes are frequently used to provide a counterpoint or counter-melody, in an harmonic context either to outline or juxtapose the progression of the chords, or with percussion to underline the rhythm. In popular music the bass part usually provides harmonic and rhythmic support, usually playing the root or fifth of the chord and stressing the onbeats.

Compression/Compressor:A process/processor that “squeezes” the dynamic range of the signal by limiting peaks and bringing up the level of soft passages. A limiter can be used to fatten a sound or give it more apparent sustain. If you’ve ever wondered why music sounds kind of flat on FM radio compared to live, overuse of compression can be one reason.

EQ/Equalizing:A device/technique used to cut and boost individual frequencies of an audio signal using a number of filters. The name "equalizer" comes from the original application of correcting distorted audio signals to sound closer to the original source. Graphic and Parametric are different types of equalizers used by audio equipment and software plug-ins.

Gate/Gating:A device/technique that opens or closes a pathway by stopping signals that fall below a user-defined level. Audio gates often are used to salvage noisy tape tracks and silence "dirty" sound systems: The gate stays closed—blocking residual, low-level noise—until the audio signal's level exceeds a user-determined threshold. Then, the gate opens, allowing the sound to be heard. Gates can also be used to create effects such as gated reverb.

Last edited by Jezper on 22 May 2007 - 18:04:36 (794); edited 1 time in total